using System.Collections.Generic;
using UnityEngine;

public class MainNavigationManager : NavigationManager
{
	public PlayerSettingsLayer settings;

	public ShopLayer shop;

	public StoryDialogController storyLayer;

	public DailySpinLayer dailyPrize;

	public GameObject leaderboards;

	public CareerGroupLayer careerGroupLayer;

	public GameObject tournamentSelect;

	public GameObject multiplayerRoomSelect;

	public new void Start()
	{
		base.Start();
	}

	protected bool CheckIfStoryNeedsToContinue()
	{
		return false;
	}

	protected override void OnLoadingOver()
	{
		List<GameObject> list = new List<GameObject>();
		list.Add(startLayer.gameObject);
		if (MenuParameters.InitParameters.multiplayerPush)
		{
			list.Add(multiplayerRoomSelect.gameObject);
		}
		if (GGPlayerSettings.instance.walletManager.isDailyCoinsActive())
		{
			list.Add(dailyPrize.gameObject);
		}
		if (CheckIfStoryNeedsToContinue())
		{
			list.Add(storyLayer.gameObject);
		}
		if (string.IsNullOrEmpty(GGPlayerSettings.instance.Model.name))
		{
			settings.ShowFirstTime();
			list.Add(settings.gameObject);
		}
		for (int i = 0; i < list.Count; i++)
		{
			bool activate = i == list.Count - 1;
			Push(list[i], activate);
		}
		MenuParameters.InitParameters = new MenuParameters.MenuParams();
		base.loadingOver = true;
	}
}
